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/cvs/deliantra/server/include/player.h
Revision: 1.49
Committed: Wed Apr 25 18:47:50 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.48: +0 -9 lines
Log Message:
rewrote output buffer handling. the new system:
- outputs messages immediately.
- suppresses following duplicates.
- enforces a minimum setting.
- is, as usual, faster and leaner.

the only problem is that the code worked out of the box, which is not reassuring.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
23 */
24
25 /* wand/rod/horn rolled into range_misc. They all use the same body location
26 * anyways.
27 */
28 enum rangetype
29 {
30 range_bottom = -1,
31 range_none = 0,
32 range_bow = 1,
33 range_magic = 2,
34 range_misc = 3,
35 range_golem = 4,
36 range_skill = 5,
37 range_builder = 6,
38 range_size = 7
39 };
40
41 enum bowtype_t
42 {
43 bow_normal = 0,
44 bow_threewide = 1,
45 bow_spreadshot = 2,
46 bow_n = 3, /* must stay at 3 */
47 bow_ne = 4,
48 bow_e = 5,
49 bow_se = 6,
50 bow_s = 7,
51 bow_sw = 8,
52 bow_w = 9,
53 bow_nw = 10, /* must stay at 10 */
54 bow_bestarrow = 11
55 };
56
57 enum petmode_t
58 {
59 pet_normal = 0,
60 pet_sad = 1,
61 pet_defend = 2,
62 pet_arena = 3
63 };
64
65 enum usekeytype
66 {
67 key_inventory = 0,
68 keyrings = 1,
69 containers = 2
70 };
71
72 /* This is used to control what to do when we need to unapply
73 * an object before we can apply another one.
74 */
75 enum unapplymode
76 {
77 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
78 unapply_never = 1, /* will not unapply objects automatically */
79 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
80 /* no choice - if there are multiple ojbect of the same type */
81 /* that need to be unapplied, there is no way for the player */
82 /* to control which of these will be unapplied. */
83 };
84
85 /* not really the player, but tied pretty closely */
86 INTERFACE_CLASS (partylist)
87 struct partylist
88 {
89 char *ACC (RW, partyleader);
90 char ACC (RW, passwd)[9];
91 partylist *ACC (RW, next);
92 char *ACC (RW, partyname);
93
94 struct party_kill
95 {
96 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
97 sint64 exp;
98 } party_kills[PARTY_KILL_LOG];
99
100 sint64 ACC (RW, total_exp);
101 uint32 ACC (RW, kills);
102 };
103
104 INTERFACE_CLASS (player)
105 struct player : zero_initialised, attachable
106 {
107 client *ACC (RO, ns); /* Socket information for this player */
108 object *ACC (RW, ob); /* The object representing the player */
109 int ACC (RO, active);
110
111 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
112 bowtype_t ACC (RW, bowtype); /* which firemode? */
113 petmode_t ACC (RW, petmode); /* which petmode? */
114 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
115 /* That not all are used, it is just nice to map this 1:1 */
116 /* With the range names */
117 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
118 unapplymode ACC (RW, unapply); /* Method for auto unapply */
119 uint32 ACC (RW, count); /* Any numbers typed before a command */
120 uint32 ACC (RW, mode); /* Mode of player for pickup. */
121
122 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
123 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
124 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
125 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
126 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
127 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
128 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
129
130 /* Try to put all the bitfields together - saves some small amount of memory */
131 bool ACC (RW, braced); /* Will not move if braced, only attack */
132 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
133 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
134 bool ACC (RW, fire_on); /* Player should fire object, not move */
135 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
136 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
137 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
138 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
139
140 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
141 living ACC (RO, orig_stats); /* Permanent real stats of player */
142 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
143 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
144
145 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
146 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
147 shstr ACC (RW, maplevel); /* On which level is the player? */
148 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
149
150 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
151 /* Note that for dragon players, this is filled in for them */
152 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
153
154 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
155 sint8 ACC (RW, levsp[11]); /* Same for sp */
156 sint8 ACC (RW, levgrace[11]); /* And same for grace */
157
158 char ACC (RW, killer)[64]; /* Who killed this player. */
159
160 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
161 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
162
163 partylist *ACC (RW, party); /* Party this player is part of */
164 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
165 /* but we will have to get password first */
166 /* so we have to remember which party to */
167 /* join */
168 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
169 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
170 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
171 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
172 object_ptr ACC (RW, mark); /* marked object */
173 /* Special DM fields */
174 tag_t *stack_items; /* Item stack for patch/dump/... commands */
175 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
176 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
177 /* the player can see. For maps smaller than */
178 /* MAP_CLIENT_.., the upper left is used */
179
180 shstr ACC (RW, invis_race); /* What race invisible to? */
181
182 MTH static player *create ();
183
184 static player *load_pl (object_thawer &thawer);
185 MTH static player *load_pl (const char *path);
186
187 bool save_pl (object_freezer &freezer);
188 MTH bool save_pl (const char *path);
189
190 void do_destroy ();
191 void gather_callbacks (AV *&callbacks, event_type event) const;
192
193 // wether the player can "see" this mapspace or not, decided by los
194 // 0 - nothing see, 100 - fully visible
195 MTH sint8 visibility_at (maptile *map, int x, int y) const;
196
197 MTH void connect (client *ns);
198 MTH void disconnect ();
199
200 MTH void activate ();
201 MTH void deactivate ();
202
203 // enters the initial map, after login or creation
204 MTH void enter_map ();
205
206 MTH void chargen_race_done ();
207 MTH void chargen_race_next ();
208
209 ~player ();
210
211 private:
212 void set_object (object *op);
213 player ();
214 };
215
216 typedef object_vector<player, &player::active> playervec;
217
218 extern playervec players;
219
220 #define for_all_players(var) \
221 for (unsigned _i = 0; _i < players.size (); ++_i) \
222 declvar (player *, var, players [_i])
223